Kinetic Interception (Guns, Missiles)
Description
Physical destruction of drones with weapons.
Lua Implementation
-- Task: Kinetic Interception (Guns, Missiles)
-- Operation: Counter-Drone Operations (C-UAS) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"AcquireTarget", "SelectWeapon", "CalculateSolution", "Engage", "AssessKill"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
11 actions (clickable in blue)
12 predicates (clickable in green)
Behavior Tree
Open full view-
sequence TaskRoot
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sequence PreChecks
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conditional IsOperational cond: IsOperational
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conditional HasFuel cond: HasFuel
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conditional HasAmmo cond: HasAmmo
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sequence Execution
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selector EngageOrFallback
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sequence EngagementSequence
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conditional CanEngage cond: CanEngage
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task EngageTarget action: EngageTarget
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sequence FallbackSequence
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send RequestSupport
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task HoldPosition action: Wait
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sequence SubtaskSequence
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task AcquireTarget Subtask #275
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task SelectWeapon Subtask #276
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task CalculateSolution Subtask #277
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task Engage Subtask #278
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task AssessKill Subtask #279
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Sub-task Records
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AcquireTarget - Tracking solution
-- Subtask: AcquireTarget -- Parent Task: Kinetic Interception (Guns, Missiles) -- Operation: Counter-Drone Operations (C-UAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Generic subtask execution AdjustSpeed{} ArmWeapon{} ControlUAV{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SelectWeapon - Gun/missile choice
-- Subtask: SelectWeapon -- Parent Task: Kinetic Interception (Guns, Missiles) -- Operation: Counter-Drone Operations (C-UAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Planning phase -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CalculateSolution - Fire control
-- Subtask: CalculateSolution -- Parent Task: Kinetic Interception (Guns, Missiles) -- Operation: Counter-Drone Operations (C-UAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Planning phase -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
Engage - Fire weapon
-- Subtask: Engage -- Parent Task: Kinetic Interception (Guns, Missiles) -- Operation: Counter-Drone Operations (C-UAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end ArmWeapon{} FireGuns{} LaunchMissile{} LaunchWeapon{} -- Verify engagement success if HasAltitudeAdvantage{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessKill - Confirm destruction
-- Subtask: AssessKill -- Parent Task: Kinetic Interception (Guns, Missiles) -- Operation: Counter-Drone Operations (C-UAS) (AIR DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Assessment and verification -- Verify results if HasAltitudeAdvantage{} then return true, "Assessment complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (11)
- AdjustSpeed
- ArmWeapon
- ControlUAV
- FireGuns
- LaunchMissile
- LaunchUAV
- LaunchWeapon
- LockTarget
- RecoverUAV
- SelectWeapon
- SetAltitude
Predicates (12)
- DataLinkMaintained
- HasAltitudeAdvantage
- HasFuel
- HasOrdersToEngage
- IsMissionComplete
- IsOperational
- MissileLockAchieved
- ROEAllowsEngagement
- SafeToFire
- TargetInEnvelope
- UAVOperational
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.